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Warboss GargDregga

Posted 07 February 2008 - 09:09 PM

I am starting a new version of this thread, to cover any armylists made using the 4th Ed (Current) Ork Codex.

If it is possible, it would be great if only army lists that have scored in the top 3 of any given tournament/campaign were posted. Of course if you have a currently unbeaten list (say unbeaten over the last 5 games against DIFFERENT opponents and armies), then they could be listed as well.

Just a thought.

Also, maybe try ad list the 'strategies' behind using the list that you post as well, and maybe even the tourney/campaign the list was used in (if applicable). Layout something like...

Campaing/Tourney Name (possibly a link also - if one exsists)Army List name.Army List (ONLY TOTAL ARMY POINTS COSTS)HQ:TROOPS:ELITE:HEAVY:FAST:

"Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!" - Zack

Darwinn

Posted 16 June 2008 - 06:26 AM

Darwinn

Mushling

Grotz

36 posts

Here is my 1750 list that I brought to the Games-Day Baltimore tournamnet. I went 20-0 against my first two opponents and just barely lost in the final round to the winner of the torunament. I don't know the final results, but I think I was pretty high...I was table 8 the last round and didn't see any other Ork players around.
Speed Freaks(With kans):
HQ
Warboss
- Bike, Cybork Body, PK, Attack Squig
Elite
4xNobs
- Painboy, Bike, Cybork Body
Troop
12x Boys
- Truck, Nob /w PK
-Rockit
12x Boys
- Truck, Nob /w PK
-Rockit
12x Boys
- Truck, Nob /w PK
-Rockit
12x Boys
- Truck, Nob /w PK
-Rockit
Fast Attack
3x Warbuggies
- 3xRockit
3xWarbuggies
- 3xRockit
19xStormboys
- Nob /w PK
Heavy Support
2xKans
- Rockit
2xKans
- Rockit
2xKans
- Rockit
Stratigy:
This army relies on area denial and fast manuverability to split the enemy up and then overwealm each peice. Because of the small number of troops in the list(for orks that is), and their lack of staying power you will not be able to take on the entire enemy army at once. The Kans move up and provide area denial and advance on objectives. The nobs usually turbo boost up to some point where the enemy has to pay attention to them, wich will cause them to move and redirect firepower to the nobs/warboss. By moving in that direction and staying away from the kans it's not difficult to seperate some element of the enemy away from the rest of his force. You then overwealm that spot with truck boys. Allways use at least 2 truck boy units to charge together, unless it's going to be an obvious victory(i.e. panzee Guardians). While thats going on the Stormboys will attempt to engage some main portion of the battle lines..and with their numbers they have good staying power and should survive a couple of rounds unsupported. When shooting at vehicile your goal is to keep everything shaken/stunned as much as possible. So concentrate on one vehichle long enough to make sure it's stunned then move on to the next. With the amount of rockits this has eventually you'll be able to break something and start focus fireing on major threats.
I lost the final round because I didn't follow my own stratigy. I fed him my units peice meal and charged my two units of boys in unsupported against Korn Bezerkers. It also didn't help that the first two turns of shooting I fired 3TL rockits and 4 BS3 rockis at the vindicator and couldn't even get a hit, much less glance anything. Which was just enough to lash every one of my stormboys into a nice neat little circle and drop a pie plate on their head.
Note, this list will most likely not work very well under 5'th as victory points are out the window and it all comes down to how many units you kill. This list has too many elements in it that are too fragile and can provide easy points to the enemy if they concentrate fire. I actually plan on switching to a shooty/hoard list.

KommandaKill

Posted 26 November 2008 - 09:50 PM

KommandaKill

Snotroom

Grotz

46 posts

Gender:Male

Location:Kalamazoo, MI

Army Name:Unyted Slayas Of Arrott

Placed 3rd in Ard' Boyz at Pandemonium in Garden City, Michigan
Army Name: Blood Axe Rolling Tank Wall
HQ
Warboss 105pts
Powerclaw, Eavy Armor, Cybork, Boss Pole
Big Mek 100pts
Eavy Armor, KustomForceField, 2x Grot Oilers
Elite:
Burna Boyz 135pts
7xBurnaBoyz, 2 Meks.
Kommandos 225pts
14x Kommandos, 1x Boss Snikrot
Troop:
Nobz 310pts
7x Nobz, 1x Painboy, 2xTW Bigshootas, 2x Powerklaws, 7xEavy Armor, Cybork bodys
Shoota Boyz 235pts
29xShoota Boyz, 1x Nob, Powerclaw, bosspole
Boyz 250pts
29x Boyz, 1x Nob, Powerclaw, bosspole
Boyz 250pts
29x Boyz, 1x Nob, Powerclaw, bosspole
Grotz 40pts
10x Grots, 1x Runthered
Fast:
Stormboyz 275pts
19x Stormboyz, 1x Nob, Powerclaw
Warbuggies 140pts
1x Wartrakk, 2x Warbuggies, 3x Armor Plates, 3 TW Rokkits
Heavy:
Looted Wagon 115pts
1 Boomgun, 1 Bigshoota, Grot Riggers
Looted Wagon 120pts
1 Boomgun, 1 Bigshoota, Ard' Case
Battlewagon 185pts
1 Killkannon, 4x Bigshootas, Armorplates, Boardingplanks
Strategy:
Well Originally the Idea was to use the Big Mek, ForceField, and Burna Boy's Meks as a sort of annoying and effective tank wall for the boyz it work perfectly in the first round, but in later rounds I fudged my deployment up, and made it so the only locations the tanks had troom to deploy was as there own group, with the Burna boys riding in the Battlewagon. They only problem I had with this list was dealing with was the crazy Ard' Boys Victory points, but as a standard army it plays much better. I played a fish'ead foot trooper list in the first round, the Big Mek and the Burna Boyz rode in the Lead Tank, while the Warboss and Nobzs Guarded a Objective in the rear, The Burnas Torched at least a squad every turn. I gota Massacre. Second Round, I fought Dark panzee, Raiders Galore. He deployed Tight in the middle, I hit the Far right Corner. He Brought a Pack of 3 Raveners (the 3 heavy weapon skimmers) Those fell to the Kommandos tearing them out of the sky the rest of the field was a give and take battle, he hit Orks with Witches, then the witches died. and I had to chase Skimmers around the field to get Vic points. Major Victory. the Final round was a Chaos force with a MAXED out Noise beakie Unit, some ungodly 50+ shots a round or something obscene, Abbadon, a Lash Sorc. on a bike, 2 Chosen units with 2 flamers in rhinos (Of course set to outflank) and 7 Obliterators (3 units) and one ten man with Lascannon. I saw the writing on the wall in the first few turns so I set out to tie him, I almost managed to, but In the last turn me manged to keep the 2 noise Beakies on my objective alive and the 3 lesser demons on his alive that threw it to a massacre in his favor.
In the end I would say this list served me well, my Semi Finals list cant say as much.

Worboss Skrewakka

Posted 23 July 2009 - 11:56 AM

Worboss Skrewakka

Yoof

Boyz

208 posts

Gender:Male

Location:iowa

Army Name:orks

quick 500 point list
this won 2st place in local terny and campaign...
HQ
Warboss with power klaw, heavy armor, twin linked shoota, cybork body
Troops
25 boys
10 boys
Elite
5 lootas
5 burnas in trukk with grot riggers (so you can shoot the flame temp. out of anywhere
Total: 500 pts ish i believe
everytime i play this list they all fear the trukk with burnas >=]
as far as strategies go its just move 18" on first turn with trukk and move em all exept the lootas and open fire.. then on turn 2 you should have the trukk eather there or move them 12" toward the enemy and scorch them up ...
by turn 3 you should be there with your boys and boss... charge them and use the lootas to take out heavy infantry/light tanks within LOS... might wana deploy them on a building or on a high place for LOS ..
Thanks,
Jeff

Zio

Posted 11 December 2009 - 11:27 PM

Zio

Growler (pet squig)

Grotz

90 posts

Location:Fredericton

Army Name:Numerous

My (as yet) udefeated list is as follows;
HQ:
Warboss
(w/'Eavy armour, kombi-skorcha, power klaw, attack squig & cybork body)
Troops:
30 'Ard boyz
(nob w/boss pole & power klaw)
30 Boyz
(3 rokkits, nob w/boss pole & power klaw)
30 Boyz
(3 rokkits, nob w/boss pole & power klaw)
30 Boyz
(3 rokkits, nob w/boss pole & power klaw)
30 boyz
(nob w/boss pole & power klaw)
30 shootas
(3 big shootas, nob w/boss pole & power klaw)
Heavy Support
3 killa kanz
(3 rokkits)
3 killa kanz
(3 grotzookas)
3 killa kanz
(3 big shootas)
Not a terribly complicated list, but works very well.
The basic strategy is to overwhelm smaller elite armies (like Beakies/chaos/tin'ead). The tactics vary from
"hide behind the wall of kans" to "hide the kans and skulk through cover". It's also usually pretty important to spread the boyz out so the templates don't eradicate you. Also some games are won so fast and brutally that it often seems like overkill... =)
The list is also very effective against panzee and fish'ead, as there's nothing (worth much anyway) for their big guns to destroy and nowhere they can go in the accursed zippy transports that isn't infested with good 'ole boyz.
Also, denying objectives by the simple expediant of making it physically imposible for a transport, bikes or skimmer to move to within 3" on the last turn is great!

Halfwinter

Posted 25 May 2010 - 03:02 PM

Halfwinter

Puffball Fungus

Grotz

14 posts

Army Name:Gargazz'z Gitz

@Zio
Seems like a pain in the a$$ to move all those boys each turn.
That alone would be enough to keep me from using it.
But that the Boss must reach combat last seems the greater insult to my sense of orky propriety.

MagicJuggler

Posted 28 June 2010 - 10:12 AM

MagicJuggler

Ridin' Boar

Boyz

117 posts

Army Name:Da' Trukkboy Irregularz

Here's one I've been using for awhile now. It has a bit of unconventional choices and a lot of corner-cutting in order to get the list to be all-comers.
(EDITED DUE TO MATH FAIL; as of this, the list has finished stomping a Fatecrusher list...yay?)
HQ:
Warboss on Bike, w/ Klaw, Bosspole, Kombi-Skorcha: 135 points
Warboss on Bike, w/ Klaw, Bosspole, Kombi-Skorcha: 135 points.
Elites:
9 Lootas: 135 pts.
9 Lootas: 135 pts.
9 Lootas: 135 pts.
Troops:
15 Shoota Boyz: 90 pts
15 Shoota Boyz: 90 pts
3 Nobz w/ Eavy Armor. 1 has Uge Choppa and Kombi-Skorcha, one has Bosspole. 90 pts
-Battlewagon with Deffrolla, Ard Case, Big Shoota, Boarding Plank: 135 pts
3 Nobz w/ Eavy Armor. 1 has Uge Choppa and Kombi-Skorcha, one has Bosspole. 90 pts
-Battlewagon with Deffrolla, Ard Case, Big Shoota, Boarding Plank: 135 pts
Fast Attack:
3 Warbuggies with Rokkits: 105 pts
3 Warbuggies with Rokkits: 105 pts
2 Deffkoptas, 1 Buzzsaw: 95 pts.
Heavy Support:
Grotzooka Kanz x3: 135 points.
Grotzooka Kanz x3: 135 points.
Battlewagon with Deffrolla, Big Shoota, Red Paint Job: 120 pts
Total Cost: 2000
First, you'll notice the "no Kustom Force Field" bit. There's a reason for this. The problem with having a KFF is you ideally should have two of them, or else you're forced into one main battlegroup. This is a problem against armies like 'umie with the potential to mass-meltabomb you on turn 1. You *could* throw more Battlewagons to the field, but then that becomes an autowin for Dark panzee...
So the general plan is the mass of Lootas find cover, or use a unit of Ork Boyz as cover/a picket line; the other unit hitches the open-topped Battlewagon to act as a gun-platform in support of the rest of the Orks. Or alternately, the Orks act as a walking SMG-line, with Warbosses providing bosspoles. The Lootas ideally will disable three enemy fire support elements a turn, with units like Vendettas and Multimelta/Typhoon Landspeeders being high on the priority list, or other Lootas/Kans when fighting Orks. Or they can pop transports; there's a reason I took Grotzookas on the Kans. You *know* how when a vehicle explodes, all the infantry inside *must* cluster up as they try to fit under the remnants of the Hull?
Speaking of the Kans, they're there mostly as an anti-assault screen, to prevent the Wagons from dying to stuff like Fiends of Slaanesh, or even Ork Bikers w/ Power Klaw nobz. Stuff that can overwhelm their speed by weight of attacks. They do nicely for finishing off damaged vehicles though, or turning infantry into paste.
Why Buggies instead of Koptas? And why take them in a no-KFF list? For one thing, it's easy to get cover for them anyway, on account of them being low-riding vehicles. For another thing, you can't tankshock a Buggy out of the way. They provide Rokkit support, and act as a mobile wall, sacrificing themselves to channel enemy vehicles into my Deffrollas, prevent enemy Land Raiders from attaining Cruising Speed, block off units from supporting an assault, or contest objectives panzee-style.
The list will still have problems against several of armies though. While it can survive Space Wolf Razorspam barely, the 6x AV 13 Blood Angel army choo-choo-train of doom with Mephiston on-board will be an uphill fight. Ditto the Hive Guard+Tervigon+Tyrannofex Gunline, with that one being a case of "Hope your Lootas survive!" Any properly "all" reserves army (not Ninja fish'ead or Daemons, lol) can mess this one up good too.

Overall, the mechanized bit sticks together under the canopy of the Big Mek's KFF(the Kans and Deffdread lurk behind the Battlewagon/Trukks as they advance). The Lootas deploy in whatever cover is the safest and that also gives them good firing lanes. The Shoota Boyz deploy behind the Gretchin. The Warboss goes in a Trukk, while the Big Mek goes in the Battlewagon along with the Tankbustas.

This is a somewhat odd army list, as it combines multiple elements. It is most vulnerable to fast moving mechanized lists, such as panzee or Dark panzee can field. The mechanized bit can either be kept together in a "big fish eat little fish" format, but it also has the capability of breaking apart and spreading out over a wide attack front if necessary. The two ordnance weapons deal with MEQ's and others alike. For me, this list is uncharacteristically light on scoring bodies, so you must keep an eye on those units in take & hold objective-based missions. This list works best using a refused flank tactic.

The 'koptas fly ahead using scout (aim for heavy weapons (devastators etc...)) or outflank (if there are lots of tanks) while the rest and the Battlewagon (containing the Warboss and the Meganobz) tend to advance slowly, firing as they go (until they get to the enemy, of course, but I'm sure you can guess what to do then). (That's my normal tactic but in my experience you can try a just about anything and be fairly confident it will work.)

Da Kunnin Plan
so the notion is this, the looters set up so that they can cover the entire board taking advantage of terrain where possible. ideally they are about 19 inches in from the board edge (skuppering any outflanking jump infantry fleet ect) priority for these fellas is to destroy any speed bumps before the boys get there neutralise enemy fire and pop transport tanks and other light armour. meanwhile, in the middle of the overlapping field of fire provided by the looters the battle wagons are set up next to each other, the plan of course to maximise the amount of kff coverage.

the bikes set up behind them using their armoured bulk as cover to hide from the enemy gun line if the opponent gets first turn. the grots start in reserve as they are bound to turn up on the last turn and well why give the opponent time to shoot them if you can avoid it.

first turn the bikes and tanks rumble forwards, the bikes turbo boosting if there is a clear line. this is when the looters should be punching holes in the enemy's defensive line. if they fail to blast them out of the way then that is where the battle wagons come into play squishing thier way through whatever fire screen the enemy is employing before disgorging two whole squads of boys into the front line meanwhile the ob bikers hit the flank like a thunder bolt and get themselves stuck into anything they can (preferably something that will take two rounds of combat to kill off to keep them safe from fire.the wagons their job done now go tank/ monstrous creature hunting using their rollas hopefully causing enough annoyance that they distract the enemy from the mass of boys in their midst. the boys meanwhile do what boys do best while the looters pick of any would be threats. anything that needs serious attending too the nob bikers can be brought in to bring extra power claws and high strength weaponry to bear.

the only weakness of this list is night fight as then the effect of the looters is small to none as i discovered at the nationals, one game was against nids and was night fight every turn and my wagons diffident quite go far enough to dislodge his gaunt charge buffer, a buffer that the boys destroyed and where then swiftly swamped by the big nasty bugs.

skyfi

Posted 08 October 2012 - 11:32 AM

skyfi

Hair Squig

Grotz

69 posts

My typical 1999+1 list (FLGS been playing tourneys this way to help people prepping for denver/co tourney in a few weeks)
HQ
(warlord) Biker Boss, PK, CB, BP
Mega boss, CB, BP
ELITE
7 lootas
7 lootas
6 lootas
TROOPS
20 Shoota boys 1 big shoota, nob PK/BP/EA/Big shoota (On foot)
20 Shoota boys 1 big shoota, nob PK/BP/EA/Big shoota (in heavy support BW)
10 gretchin + runtherder
6 Nob bikers, 2 PK, BP, Banner, 1 BC, 1 Painboy upgrade
6 Mega Nobz 3 Kombi Skorchas, Dedicated BW with riggers, red paint, deffrolla, big shoota x 2
FAST
Dakkajet Fighta Ace, Extra Supa SHoota
Heavy
Battlewagon with riggers, red paint, deffrolla, (big shoota x 2)
I have won 1st place in 2/2 local tournaments using this list. (the second we miscalculated VPs for and I technically took 2nd place 139 to 140 to the GK player I beat round 2. I should of actually won 149-140 or 159-140 depending on if mission 4 from the Feast of blades packet (diagonal table quarters primary/obj secondary) was scored as 20 or 30 VP for having 3/4 table quarters instead of the 10 I got for drawing table quarters... (didn't realize to count full value of meganobs squad since a troops choice)... so 1 table quarter I lost 455 to 425 I should of wont 640 to 455
In any case I have had a great time playing the list. I have actually gone undefeated with it in tourneys and against friends. I even got a chance to fight another waaaaaaaaagh in one tourney, ending in a 16-0 victory.
It's not perfect, it can be picked apart... It is a lot of fun to play though!
Things like vindicators/those stupid 120" range D3 S10 ap4 barrage missles those 'umie tanks get.. I try to go second to deploy my vulnerable units effectively though. As well as last turn objective grab.
I hold some lootas in reserve sometime and let them walk on to snap shot at flyers. (so they don't get ganked before flyers show up)
I play the 40 boys conservatively. I use 20 as home field obj holders/guardin lootas/gretchin, and other 20 go in wagon close to manz wagon where they split off etc
Anyhow, hopefully someone can use it and make use of it!